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Use UBOs in every shader. I had missed a few. Only cache Uniform locations if we aren't using UBOs.
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committed by
Sonicadvance1

parent
5bcbf92f43
commit
5b06bbf87d
@ -488,8 +488,10 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
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}
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glViewport(0, 0, srcWidth, srcHeight);
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PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
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if(g_ActiveConfig.bUseGLSL)
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ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
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else
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PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
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GL_REPORT_ERRORD();
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